Kiths

May spend 1 glamour to grant an ally 3 extra dice on any roll. This is a standard action, and she must be able to both see her friend, and speak and be heard.

Once per 24 hour period, may inflict herself and a target she touches with a derangement. This costs a point of glamour and involves a roll of Intelligence + Wyrd vs. Resolve + Wyrd (or other supernatural tolerance trait). Success gives her a mild derangement and her subject a severe version of the same derangement. The madness lasts until the next sunrise for supernatural beings, or for the next lunar month, for humans.

Merits

She gains a bonus to her initiative rolls equal to her firearms skill, if she has a firearm already in hand. This bonus is added retroactively starting the second round of combat if she draws a firearm in the first.

Once per turn, she may reload a firearm with a detachable magazine, or a revolver that may use a speed-loader, as a reflexive action.

When running or using the foot chase rules, she may negate hazardous terrain penalties up to her rating in the parkour merit, and the roll to judge jump distance is is a reflexive action.

When using dexterity + Athletics to reduce falling damage, she gains one automatic success, and may add one per dot in the parkour merit to the threshold of damage that can be removed through the roll.